156 lines
4.1 KiB
C
Executable file
156 lines
4.1 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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=================
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Timer_Begin
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Initiates a new state timer
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=================
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*/
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void Timer_Begin(float fTime, float fMode) {
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if (fMode == GAME_FREEZE) {
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fGameState = GAME_FREEZE;
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} else if (fMode == GAME_ACTIVE) {
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fGameState = GAME_ACTIVE;
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} else if (fMode == GAME_END) {
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fGameState = GAME_END;
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} else if (fMode == GAME_COMMENCING) {
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fGameState = GAME_COMMENCING;
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} else if (fMode == GAME_OVER) {
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fGameState = GAME_OVER;
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}
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fGameTime = fTime;
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}
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/*
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=================
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Timer_Update
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Called once every frame to check the status of things
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=================
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*/
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void Timer_Update(void) {
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static float fVoxTimer;
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if ( cvar( "sv_playerslots" ) == 1 ) {
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fGameTime = -1;
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return;
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}
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// This map has been played enough we think
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if (fGameState != GAME_OVER) {
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if (cvar("mp_timelimit") > 0) {
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if (autocvar_sv_voxannounce == TRUE) {
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if (fVoxTimer > time) {
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return;
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}
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float fTimeLeft = (cvar("mp_timelimit") * 60) - time;
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for (int i = 0; i <= 10; i++) {
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if (rint(fTimeLeft) == (i * 60)) {
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Vox_Broadcast(sprintf("%s minutes remaining", Vox_TimeToString(fTimeLeft / 60)));
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fVoxTimer = time + 10.0f;
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}
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}
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}
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if (time >= (cvar("mp_timelimit") * 60)) {
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Timer_Begin(5, GAME_OVER);
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}
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}
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}
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if ((fGameState == GAME_OVER) && (fGameTime < 0)) {
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for (int i = 0; i < iMapCycleCount; i++) {
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if (sMapCycle[i] == mapname) {
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if ((i + 1) < iMapCycleCount) {
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localcmd(sprintf("changelevel %s\n", sMapCycle[i + 1]));
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return;
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} else {
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localcmd(sprintf("changelevel %s\n", sMapCycle[0]));
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}
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}
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}
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}
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// Okay, this means that timelimit is not the only deciding factor
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if (autocvar_mp_winlimit > 0 && fGameState != GAME_OVER) {
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// It really doesn't matter who won. Do some logging perhaps?
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if (iWon_CT == autocvar_mp_winlimit) {
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Timer_Begin(5, GAME_OVER);
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} else if (iWon_T == autocvar_mp_winlimit) {
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Timer_Begin(5, GAME_OVER);
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}
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}
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if (fGameState == GAME_INACTIVE) {
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return;
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}
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if (fGameTime > 0) {
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fGameTime -= frametime;
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} else {
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fGameTime = 0;
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}
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if (fGameState == GAME_COMMENCING || fGameState == GAME_END) {
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if (fGameTime <= 0) {
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if (iWon_T == 0 && iWon_CT == 0) {
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Money_ResetTeamReward();
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Rules_Restart(TRUE);
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} else {
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if (autocvar_mp_halftime == TRUE && (autocvar_mp_winlimit / 2 == iRounds)) {
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Money_ResetTeamReward();
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Rules_SwitchTeams();
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Rules_Restart(TRUE);
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} else {
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Rules_Restart(FALSE);
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}
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}
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}
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return;
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}
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if ((fGameState == GAME_ACTIVE) || (fGameState == GAME_FREEZE)) {
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if (fGameTime <= 0) {
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if (fGameState == GAME_ACTIVE) {
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/* 1.5 will make the T's lose if time runs out no matter what */
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if (autocvar_fcs_fix_bombtimer == TRUE) {
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if (iBombZones > 0 && iBombPlanted == TRUE) {
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return;
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}
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}
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Rules_TimeOver();
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Timer_Begin(5, GAME_END); // Round is over, 5 seconds til a new round starts
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} else {
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Timer_Begin(autocvar_mp_roundtime * 60, GAME_ACTIVE); // Unfreeze
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Radio_StartMessage();
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}
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}
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}
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}
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